Even though it lets you steamroll the round, you get no benefits, because you have excess cash between turns anyway.
In turn, this means temporary bonuses like "Free Offworld for one turn" are absolutely worthless. I can buy out the entire section of engineers every round. The persistent income from each location causes total income saturation between turns by late-game.
Also, the boost to Wind Turbines isn't mentioned until you mouse over one. Maybe we should be allowed to decline the upgrade, or perhaps the Engineer can clone himself to produce a new Engineer.Ī West Wind could be called a "Eastward Wind" instead to avoid confusion. The introductory text when starting a new campaign about extra engineers giving +50% bonuses to Advanced Buildings is outdated and no longer true.Īs Robotic, I was once "promoted" out of my only Water Pump Engineer, and there were no Water Pump Engineers or Ice Condenser Engineers to buy. The $1mil offer for Food Engineer only gives $500k that's a typo. Effectively, you're moving money from one round to the next.Įven though you generally don't want Offworld Markets, you still need to permanently hire 2 Offworld Engineers to be used in the final round. It will be less profitable this round, but will let you zoom through initial upgrades next round. Make sure to keep significant electronics production, so that next round, the electronics price for upgrading is cheap. However, if they aren't stalled out sufficiently in the current round, they may start producing glass for huge profits, which is bad for you.Ī second side effect is that electronics prices go up, which will be bad for you next round. Since Robotic faces a serious -50% production penalty on its water resources, and has a limited set of claims, the extra production from Engineering Labs is really helpful.Ī side effect of this strategy is that glass prices go up, and since prices are persistent, this can mean huge glass prices for all the other players in the next round, stalling them out further. The production buildings supporting this strategy are Chem Labs and Electronics Factories.Įngineering Labs are nice to have because you are producing Chems anyway. To maintain control of the electronics, either force the AI to stall out at low levels, or maintain a monopoly of one of the electronics input resources, or shut down his Electronics Factories with the Black Market. You'll hopefully be the only one making electronics, which means electronics are effectively being shorted, so you should maintain a large stockpile of electronics. Chems are cheaper than electronics, so you'll be buying Workshops, which creates demand for electronics and glass. Try to distribute them so that you Adrenaline Boost both water-producing structures and water-consuming structures evenly.
If possible, place an engineering lab there. This means you want a nice cluster of water-related structures: Water Pumps, Farms, Electrolysis, and Chem Labs. The expansion goal is: keep food, water, and oxygen prices low. Your main source of profit, both on-world and between turns, is growing the colony. At times, you'll be forced to altruistically buy a workshop to create jobs, even though habitats are cheaper. This means to expand the colony as fast as possible, and control all the stock. The main Robotic strategy in campaign is to work on the colony. Promotional submissions that exceed "2 per 1 per 1"ĭuplicate results posts for the same individual match will be removed. Other Subreddits Real Time Strategy JOIN US ON DISCORDĭeceptive links to shock sites, malware, etc If you have any questions or suggestions relevant to the community - please, use modmail! This subreddit is dedicated to Offworld Trading Company - a strategy game developed by Mohawk Games.